Single bisectable commit where the user-visible keyboard layout flips from acdream-current (W/S/A/D/Z/X) to canonical AC retail (W/X/A/D/Z/C). The InputDispatcher abstraction landed in K.1a, existing handlers cut over in K.1b, and now KeyBindings.RetailDefaults() returns the byte-precise retail preset matching docs/research/named-retail/retail-default.keymap.txt. Movement (matches AC1 muscle memory): - W/Up = MovementForward (run by default) - X/Down = MovementBackup - A/Left = MovementTurnLeft - D/Right = MovementTurnRight - Z = MovementStrafeLeft - C = MovementStrafeRight - Alt+A / Alt+Left = MovementStrafeLeft (Alt-flips-turn) - Alt+D / Alt+Right = MovementStrafeRight - LShift (Hold) = MovementWalkMode (default = run; held = walk) - Q = MovementRunLock (autorun toggle) - S = MovementStop (sets Ready stance / idle) - Space = MovementJump (hold to charge) - Y = Ready, G = Sitting, H = Crouch, B = Sleeping (postures) Selection / targeting (18 bindings on punctuation cluster): - F = SelectionPickUp, T = SelectionSplitStack, P = PreviousSelection - Backspace/Minus/Equals = closest/prev/next CompassItem - Backslash/[/] = closest/prev/next Item - Apostrophe/L/Semicolon = closest/prev/next Monster - Home = LastAttacker - Slash/Comma/Period = closest/prev/next Player - N/M = prev/next Fellow - E = SelectionExamine - R = UseSelected UI: - F1 = ToggleHelp; Shift+Ctrl+F1 = TogglePluginManager - F3 = Allegiance, F4 = Fellowship, F5 = Spellbook, F6 = SpellComponents - F8 = Attributes, F9 = Skills, F10 = World, F11 = Options (lights up the Settings panel in K.3), F12 = Inventory - Alt+1/2/3/4 = ToggleFloatingChatWindow1/2/3/4 - Esc = EscapeKey, Shift+Esc = LOGOUT - Numpad * = CaptureScreenshot Hotbar / spellbook: - 1-9 = UseQuickSlot_1..9 (hotbar) AND UseSpellSlot_1..9 (in MagicCombat scope - dormant until Phase L) - Ctrl+1-9 = UseQuickSlot_1..9 (duplicate) - Alt+5-9 = UseQuickSlot_14..18 (second bar) - 0 / Ctrl+0 = CreateShortcut Chat: - Tab = ToggleChatEntry (focus chat input; subscriber stub-TODO in K.2) - Return = EnterChatMode (send) Combat (mode-dependent, dormant - Phase L lights up): - Grave (`) = CombatToggleCombat - Insert/PgUp/Delete/End/PgDn = melee power+attack-level OR missile accuracy+aim-level OR magic spell-tab nav + cast (resolved by scope at runtime once CombatState.CurrentMode lands). - Ctrl+Insert/PgUp/Delete/PgDn = first/last spell tab + first/last spell Emotes: U = Cry, I = Laugh, J = Wave, O = Cheer, K = PointState Camera (numpad cluster + F2): - F2 / Numpad/ = CameraActivateAlternateMode - Numpad 4/6/8/2 = rotate left/right/up/down - Numpad - / + = move toward / away - Numpad 0 = ViewDefault, Numpad . = FirstPerson - Numpad 5 = LookDown, Numpad Enter = MapMode Scroll: - Mouse wheel handled by dispatcher OnScroll path - Ctrl+Up / Ctrl+Down = ScrollUp / ScrollDown Acdream debug actions relocated from F-keys to Ctrl+F-keys to avoid retail conflicts: - Ctrl+F1 = AcdreamToggleDebugPanel - Ctrl+F2 = AcdreamToggleCollisionWires - Ctrl+F3 = AcdreamDumpNearby - Ctrl+F7 = AcdreamCycleTimeOfDay - Ctrl+F8 / Ctrl+F9 = AcdreamSensitivityDown / Up - Ctrl+F10 = AcdreamCycleWeather AcdreamToggleFlyMode + AcdreamTogglePlayerMode have NO keyboard binding in retail-default. K.2 adds a DebugPanel button for fly toggle and auto-enter player mode at login. Total: 149 bindings. JSON load/save: - KeyBindings.LoadOrDefault(path): merge-over-defaults migration. Missing actions get default bindings; unknown actions in user file are skipped (preserves user customizations across action enum additions). Corrupt file warns + returns RetailDefaults without overwriting (don't blow away user's file silently). - KeyBindings.SaveToFile(path): writes with schema version=1, alpha- sorted action names, alpha-sorted modifier keys for stable diffs. - KeyBindings.DefaultPath() = %LOCALAPPDATA%/acdream/keybinds.json. GameWindow startup: - Replaces KeyBindings.AcdreamCurrentDefaults() call with KeyBindings.LoadOrDefault(KeyBindings.DefaultPath()) via a small LoadStartupKeyBindings() helper. - Logs "keybinds: loaded N bindings from <path>" so launch.log shows the source of truth at session start. Three deviations from plan: 1. LoadStartupKeyBindings() helper instead of inline initializer (field initializer can't call methods directly). 2. ToggleChatEntry subscriber is a no-op stub with TODO K.2 comment (ChatPanel doesn't expose FocusInput() yet; will add in K.2). 3. AcdreamRmbOrbitHold removed from RetailDefaults() to avoid double-binding RMB (SelectRight + RmbOrbitHold on the same chord would fire both subscribers). Chase-camera orbit will be replaced by MMB-hold mouse-look in K.2 - retail's CameraInstantMouseLook. 28 new tests: - KeyBindingsRetailTests: 19 cases pinning every retail mapping (W/X movement, Z/C strafe, Tab=ToggleChatEntry, Shift+Esc=LOGOUT, Shift+Ctrl+F1=TogglePluginManager, MovementWalkMode=Hold, Acdream debug on Ctrl+F*, hotbar number-row variants, etc). - KeyBindingsJsonTests: 9 cases (round-trip; missing file → defaults; corrupt → defaults + no-overwrite; merge-over-defaults; legacy version=0 parsing; Hold-activation preservation; unknown- action skip; DefaultPath shape). Solution total: 1162 green (243 Core.Net + 254 UI + 665 Core), 0 warnings. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
114 lines
4.7 KiB
C#
114 lines
4.7 KiB
C#
using System.Linq;
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using AcDream.UI.Abstractions.Input;
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using Silk.NET.Input;
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namespace AcDream.UI.Abstractions.Tests.Input;
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public class KeyBindingsTests
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{
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[Fact]
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public void Add_appends_to_All()
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{
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var b = new KeyBindings();
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var binding = new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward);
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b.Add(binding);
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Assert.Single(b.All);
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Assert.Equal(binding, b.All[0]);
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}
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[Fact]
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public void Remove_drops_binding()
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{
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var b = new KeyBindings();
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var binding = new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward);
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b.Add(binding);
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Assert.True(b.Remove(binding));
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Assert.Empty(b.All);
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}
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[Fact]
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public void Clear_empties_all()
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{
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var b = new KeyBindings();
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b.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
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b.Add(new Binding(new KeyChord(Key.S, ModifierMask.None), InputAction.MovementBackup));
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b.Clear();
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Assert.Empty(b.All);
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}
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[Fact]
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public void Find_returns_matching_binding_by_chord_and_activation()
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{
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var b = new KeyBindings();
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var press = new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward, ActivationType.Press);
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var release = new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward, ActivationType.Release);
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b.Add(press);
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b.Add(release);
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Assert.Equal(press, b.Find(new KeyChord(Key.W, ModifierMask.None), ActivationType.Press));
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Assert.Equal(release, b.Find(new KeyChord(Key.W, ModifierMask.None), ActivationType.Release));
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}
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[Fact]
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public void Find_returns_null_when_no_match()
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{
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var b = new KeyBindings();
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b.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
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Assert.Null(b.Find(new KeyChord(Key.S, ModifierMask.None), ActivationType.Press));
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}
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[Fact]
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public void ForAction_returns_all_chords_bound_to_action()
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{
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var b = new KeyBindings();
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// Retail-style: W and Up both → MovementForward.
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b.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
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b.Add(new Binding(new KeyChord(Key.Up, ModifierMask.None), InputAction.MovementForward));
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b.Add(new Binding(new KeyChord(Key.S, ModifierMask.None), InputAction.MovementBackup));
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var forward = b.ForAction(InputAction.MovementForward).ToList();
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Assert.Equal(2, forward.Count);
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Assert.Contains(forward, x => x.Chord.Key == Key.W);
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Assert.Contains(forward, x => x.Chord.Key == Key.Up);
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}
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[Fact]
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public void AcdreamCurrentDefaults_includes_WASD_movement()
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{
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var b = KeyBindings.AcdreamCurrentDefaults();
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Assert.NotNull(b.Find(new KeyChord(Key.W, ModifierMask.None), ActivationType.Press));
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Assert.NotNull(b.Find(new KeyChord(Key.S, ModifierMask.None), ActivationType.Press));
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Assert.NotNull(b.Find(new KeyChord(Key.A, ModifierMask.None), ActivationType.Press));
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Assert.NotNull(b.Find(new KeyChord(Key.D, ModifierMask.None), ActivationType.Press));
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Assert.NotNull(b.Find(new KeyChord(Key.Z, ModifierMask.None), ActivationType.Press));
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Assert.NotNull(b.Find(new KeyChord(Key.X, ModifierMask.None), ActivationType.Press));
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}
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[Fact]
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public void AcdreamCurrentDefaults_binds_shift_as_hold_for_run()
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{
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// K.1b: when ShiftLeft is held the OS keyboard delivers
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// CurrentModifiers=Shift, so the chord must be (ShiftLeft, Shift).
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// Lookup with the matching modifier mask succeeds.
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var b = KeyBindings.AcdreamCurrentDefaults();
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var hold = b.Find(new KeyChord(Key.ShiftLeft, ModifierMask.Shift), ActivationType.Hold);
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Assert.NotNull(hold);
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Assert.Equal(InputAction.MovementRunLock, hold!.Value.Action);
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}
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[Fact]
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public void RetailDefaults_diverges_from_AcdreamCurrentDefaults_in_K1c()
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{
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// K.1c flips RetailDefaults() to the retail-faithful preset.
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// The acdream-current map remains accessible (for tests pinning
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// the older WASD-only behavior), but RetailDefaults is now the
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// canonical startup source. The two MUST differ — at minimum
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// RetailDefaults binds X to Backup (retail) where AcdreamCurrent
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// bound X to StrafeRight, and RetailDefaults binds Tab to
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// ToggleChatEntry where AcdreamCurrent bound Tab to
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// AcdreamTogglePlayerMode.
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var retail = KeyBindings.RetailDefaults();
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var current = KeyBindings.AcdreamCurrentDefaults();
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Assert.NotEqual(current.All.Count, retail.All.Count);
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}
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}
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